﻿/*
 * Copyright (c) 2011
 * Thomas Rozanski, Geoffrey Wright, Zachary Lynn, Jesse Natalie
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the team nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THOMAS ROZANSKI, GEOFFREY WRIGHT,
 * ZACHARY LYNN, OR JESSE NATALIE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Kinected;

namespace TowerDefense
{
    /// <summary>A Projectile is something fired by a Tower.</summary>
    class Projectile
    {
        private Circle bounds;
        private Vector2 position, origin, velocity;
        private float movementSpeed;
        private float rotation;

        public Vector2 Position { get { return position; } }
        public Vector2 Velocity { get { return velocity; } }
        public Vector2 Origin { get { return origin; } }
        public Circle Bounds { get { return bounds; } }
        public float Rotation { get { return rotation; } }

        /// <summary>Create a new projectile with an initial position, radius, and velocity</summary>
        public Projectile(Vector2 position, float radius, Vector2 velocity)
        {
            this.position = position;
            this.velocity = velocity;

            rotation = (float)Math.Atan2((double)velocity.Y, (double)velocity.X) + MathHelper.PiOver2;

            origin = new Vector2(radius);

            movementSpeed = 15000.0f;

            bounds = new Circle(position, 0.0f, radius);
        }

        /// <summary>Move the projectile.</summary>
        public void Update(float timeStep)
        {
            // Upate the circle position
            position += velocity * movementSpeed * timeStep;

            // Update the bounds
            bounds.Center = position + origin;
        }
    }
}
